MC Profile (As of Chapter 5)
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???/Our Protagonist

Human Skills

Scientist

Spoiler
  • Scientist- Use knowledge of science, medicine, and specialized lab equipment to your advantage.
    • Hacking I:
      Neuromods Relevant individuals required: 1
      Bypass level 1 security measures on computers and robotic systems.
      • Hacking II:
        Neuromods Relevant individuals required: 4
        Bypass level 2 security measures on computers and robotic systems.
        • Hacking III:
          Neuromods Relevant individuals required: 6
          Bypass level 3 security measures on computers and robotic systems.
          • Hacking IV:
            Neuromods Relevant individuals required: 8
            Bypass level 4 security measures on computers and robotic systems.
    • Physician I:
      Neuromods Relevant individuals required: 1
      Your knowledge of medical practice increases the effectiveness of Medkits to 150%.
      • Metabolic Boost:
        Neuromods Relevant individuals required: 2
        Doubles both the duration of the Well Fed bonus and the health gained by consuming food.
      • Physician II:
        Neuromods Relevant individuals required: 3
        Your knowledge of medical practice increases the effectiveness of Medkits to 300%.
      • Necropsy:
        Neuromods Relevant individuals required: 4
        Recover more valuable organs from Typhon remains. Typhon organs can be recycled for exotic material which is used in the fabrication of Neuromods.
    • Psionic Aptitude I:
      Neuromods Relevant individuals required: 2
      Increase your psi pool to 150.
      • Psionic Aptitude II:
        Neuromods Relevant individuals required: 3
        Increases your psi pool to 200.
        • Psionic Aptitude III:
          Neuromods Relevant individuals required: 5
          Increases your psi pool to 250.
      • Neurostimulant I:
        Neuromods Relevant individuals required: 2
        Increases the effectiveness of psi hypos by 50%.
        • Neurostimulant II:
          Neuromods Relevant individuals required: 3
          Increases the effectiveness of psi hypos by 100%.
      • Psychotronics I:
        Neuromods Relevant individuals required: 3
        Unlocks 2 additional Psychoscope Chipset slots.
        • Psychotronics II:
          Neuromods Relevant individuals required: 5
          Unlocks 2 additional Psychoscope Chipset slots.
          • Psychotronics III:
            Neuromods Relevant individuals required: 6
            Unlocks 2 additional Psychoscope Chipset slotsScientist- Use knowledge of science, medicine, and specialized lab equipment to your advantage.
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Engineer

Spoiler
  • Engineer- Specialize in modifying your gear, repairing, and crushing problems with your wrench melee 
    • Leverage I:
      Neuromods Relevant individuals required: 1
      Lift heavy objects with ease and throw objects further. Thrown objects will damage enemies.
      • Leverage II:
        Neuromods Relevant individuals required: 4
        Lift even heavier objects and throw objects even further. Thrown objects will damage enemies.
        • Leverage III:
          Neuromods Relevant individuals required: 6
          Lift anything that isn't bolted to the floor and throw objects even further. Your brute strength can be applied to force open an unpowered door.
    • Repair I:
      Neuromods Relevant individuals required: 1
      Fix broken Grav Shafts, Fabricators, and Recyclers with Spare Parts. (If weapon degradation is turned on in the difficulty menu, also allows repairing of weapons: if suit damage is on, also increases efficiency of suit patch kits)
      • Gunsmith I:
        Neuromods Relevant individuals required: 1
        Allows use of Weapon Upgrade Kits to upgrade security weapons beyond modification level 1. ("Security weapons" are the Shotgun, Disruptor Stun Gun and Silenced Pistol. Unlocks 2 slots for upgrade paths with 5 slots, and 1 slot for all other paths.)
        • Gunsmith II:
          Neuromods Relevant individuals required: 6
          Allows use of Weapon Upgrade Kits to fully upgrade security weapons.
      • Repair II:
        Neuromods Relevant individuals required: 4
        Fix broken Turrets, Operators and Electrical junctions with Spare Parts. Increased efficiency with Spare Parts.
        • Repair III:
          Neuromods Relevant individuals required: 8
          Fortify Turrets with Spare Parts, Increased efficiency with Spare Parts.
      • Suit Modification I:
        Neuromods Relevant individuals required: 2
        Upgrade your TranStar uniform with extra inventory space and allow installation of two additional chipsets.
        • Suit Modification II:
          Neuromods Relevant individuals required: 4
          Upgrade your TranStar uniform with extra inventory space and allow installation of two additional chipsets.
          • Suit Modification III:
            Neuromods Relevant individuals required: 6
            Upgrade your TranStar uniform with extra inventory space and allow installation of two additional chipsets.
      • Dismantle:
        Neuromods Relevant individuals required: 3
        Break down equipment in your inventory into Spare Parts and recover Spare Parts from destroyed Operators or Turrets.
    • Materials Expert:
      Neuromods Relevant individuals required: 3
      Increase recycling yield by 20%. (Affects both material recycler and Recycler Charge yields)
      • Lab Tech I:
        Neuromods Relevant individuals required: 4
        Allows use of Weapon Upgrade Kits to upgrade non-standard tech weapons beyond modification level 1. ("Non-standard tech weapons" are the GLOO Cannon and Q-Beam)
        • Lab Tech II:
          Neuromods Relevant individuals required: 6
          Allows use of Weapon Upgrade Kits to fully upgrade non-standard tech weapons.
    • Impact Calibration I:
      Neuromods Relevant individuals required: 2
      Reduce stamina cost of wrench melee attacks by 25%.
      • Impact Calibration II:
        Neuromods Relevant individuals required: 5
        Wrench Melee attacks deal 50% more damage.
        • Pulverize:
          Neuromods Relevant individuals required: 4
          Attacking with the wrench melee has a 25% chance to do Bonus Damage.
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Security

Spoiler
  • Security- Boost your physical abilities, skill with firearms, and security tactics 
    • Firearms I:
      Neuromods Relevant individuals required: 2
      Increases damage with security weapons to 120% and chance to critically hit to 6%.
      • Firearms II:
        Neuromods Relevant individuals required: 6
        Increases damage with security weapons to 150% and chance to critically hit to 10%.
    • Conditioning:
      Neuromods Relevant individuals required: 1
      Increase your health to 115 and your stamina to 105. Run, sneak, climb, and sprint 5% faster.
      • Toughness I:
        Neuromods Relevant individuals required: 3
        Increase your health to 150. Natural life span increased by 25 years.
        • Toughness II:
          Neuromods Relevant individuals required: 5
          Increase your health to 200. Natural life span increased by 50 years.
          • Toughness III:
            Neuromods Relevant individuals required: 8
            Increase your health to 300. Natural life span increased by 75 years.
      • Stamina I:
        Neuromods Relevant individuals required: 3
        Increase your stamina to 125.
        • Stamina II:
          Neuromods Relevant individuals required: 5
          Increase your stamina to 150.
      • Mobility I:
        Neuromods Relevant individuals required: 3
        Increase overall movement speed. Run, sneak, climb and sprint 25% faster.
        • Mobility II:
          Neuromods Relevant individuals required: 6
          Gain the ability to sprint with ludicrous speed and to jump incredibly high.
    • Combat Focus I:
      Neuromods Relevant individuals required: 1
      Enter a state of Combat Focus for 10 seconds in which time slows around you and actions cost 50% stamina. (Combat focus uses Psi)
      • Combat Focus II:
        Neuromods Relevant individuals required: 5
        Combat Focus duration increases to 12 seconds, time slows less for you than your enemies, your attacks deal 110% damage, and actions cost 25% Stamina.
        • Combat Focus III:
          Neuromods Relevant individuals required: 8
          Combat Focus duration increases to 15 seconds, time slows for enemies but you can move normally, your attacks deal 125% damage, and actions cost no Stamina.
    • Stealth I:
      Neuromods Relevant individuals required: 2
      Enemies take longer to detect you when you are sneaking or crawling.
      • Stealth II:
        Neuromods Relevant individuals required: 4
        Walk and run without making noise.
        • Stealth III:
          Neuromods Relevant individuals required: 8
          Sprint without making noise.
      • Sneak Attack I:
        Neuromods Relevant individuals required: 2
        Do 200% damage to enemies while they are unaware of you.
        • Sneak Attack II:
          Neuromods Relevant individuals required: 4
          Do 250% damage to enemies while they are unaware of you.
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Miscellaneous

Spoiler
  • Miscellaneous
    • Pilot:
      Neuromods Relevant individuals required: 1
      The ability to pilot complex aircraft and shuttles.
    • Reverse Engineer:
      Neuromods Relevant individuals required: 4
      Disassemble an object to acquire a temporary permanent fabrication plan.
    • Combat Medic I:
      Neuromods Relevant individuals required: 1
      Your knowledge of medical practice increases the effectiveness of Medkits to 150%.
      • Combat Medic II:
        Neuromods Relevant individuals required: 3
        Your knowledge of medical practice increases the effectiveness of Medkits to 300%.
    • Psychic Edge I:
      Neuromods Relevant individuals required: 3
      Reduce stamina cost of psychostatic cutter attacks by 25%.
      • Psychic Edge II:
        Neuromods Relevant individuals required: 5
        Psychostatic cutter attacks deal 50% more damage.
        • Psychic Edge III:
          Neuromods Relevant individuals required: 6
          Attacking with the psychostatic cutter has a 25% chance to do Bonus Damage.
    • Derived
      • Field Medic:
        Derived from: Combat Medic II, Physician II, and Necropsy
        Possess an ample knowledge of tending to injuries with minimal supplies as well as identifying the nature of injuries.
      • Psionic Strike:
        Derived from: Psychic Edge III, Impact Calibration II, and Pulverize
        Can apply psychic energy to melee attacks at the expense of PSI.
      • TranStar Tech Guru:
        Derived from: Completion of Human Skill Trees
        Gain access to all Human technology featured in Prey (2017) and Prey: Moon Crash
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Typhon Powers

Energy

Spoiler
  • Energy- Harness the destructive power of electricity, fire, and kinetic energy
    • Kinetic Blast I:
      Neuromods Typhon targets required: 2
      Scannable targets: Cystoid, Nightmare, Phantom, and Telepath
      With Tier I Kinetic Blast, Morgan can create a physical blast that deals 50 damage and pushes away anything within 5 meters of the targeted area.
      • Kinetic Blast II:
        Neuromods Typhon targets required: 5
        Scannable targets: Nightmare, Phantom, and Telepath
        With Tier II Kinetic Blast, Morgan can create a physical blast that deals 75 damage and pushes away anything within 6 meters of the targeted area.
        • Kinetic Blast III:
          Neuromods Typhon targets required: 2
          Scannable targets: Nightmare and Telepath
          With Tier III Kinetic Blast, Morgan can create a physical blast that deals 100 damage and pushes away anything within 7 meters of the targeted area.
      • Lift Field I:
        Neuromods Typhon targets required: 2
        Scannable Targets: Poltergeist
        Manipulate gravity to create a column of upward force up to 7m tall that lasts 15 seconds and can trap enemies.
        • Lift Field II:
          Neuromods Typhon targets required: 5
          Scannable Targets: Poltergeist
          Manipulate gravity to create a column of upward force up to 12m tall that lasts 15 seconds and can trap enemies.
    • Electrostatic Burst I:
      Neuromods Typhon targets required: 3
      Scannable targets: Technopath and Voltaic Phantom
      Create an electrostatic blast that deals up to 25 damage within 3 meters of the target area. Additionally, the burst disrupts electronic equipment, stuns robotic targets for 3 seconds, and stuns biological for 2 seconds.
      • Electrostatic Resistance:
        Neuromods Typhon targets required: 2
        Scannable target: Voltaic Phantom
        Take 50% less no damage from electrical attacks and hazards and negate stun.
        • Electrostatic Absorption:
          Neuromods Typhon targets required: 4
          Scannable target: Voltaic Phantom
          Absorb 50% of all electrical damage as PSI points.
      • Electrostatic Burst II:
        Neuromods Typhon targets required: 5
        Scannable targets: Technopath and Voltaic Phantom
        Create an electrostatic blast that deals up to 40 damage within 4 meters of the target area. Additionally, the burst disrupts electronic equipment, stuns robotic targets for 6 seconds, and stuns biological for 4 seconds.
        • Electrostatic Burst III:
          Neuromods Typhon targets required: 5
          Scannable targets: Technopath and Voltaic Phantom
          Create an electrostatic blast that deals up to 55 damage within 5 meters of the target area. Additionally, the burst disrupts electronic equipment, stuns robotic targets for 9 seconds, and stuns biological for 6 seconds.
    • Superthermal I:
      Neuromods Typhon targets required: 3
      Scannable targets: Thermal Phantom
      Create 1 trap of super-heated plasma that deals up to 75 fire damage within 3.5 meters when triggered. Organic enemies will continue to burn for several seconds.
      • Thermal Resistance:
        Neuromods Typhon targets required: 2
        Scannable targets: Thermal Phantom
        Take 50% less damage from fire attacks and hazards.
        • Thermal Absorption:
          Neuromods Typhon targets required: 4
          Scannable targets: Thermal Phantom
          Absorb 50% of all fire damage as PSI points.
      • Superthermal II:
        Neuromods Typhon targets required: 5
        Scannable targets: Thermal Phantom
        Create 2 traps of super-heated plasma that deals up to 100 fire damage within 4.5 meters when triggered. Organic enemies will continue to burn for several seconds.
        • Superthermal III:
          Neuromods Typhon targets required: 5
          Scannable targets: Thermal Phantom
          Create 3 traps of super-heated plasma that deals up to 125 fire damage within 5.5 meters when triggered. Organic enemies will continue to burn for several seconds.
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Morph

Spoiler
  • Morph- Manipulate the psychoactive ether to change shape and dupe your enemies
    • Mimic Matter I:
      Neuromods Typhon targets required: 2
      Scannable targets: Greater Mimic and Mimic
      Tier I of Mimic Matter lets Morgan turn into most inert items.
      • Mimic Matter II:
        Neuromods Typhon targets required: 4
        Scannable targets: Mimic
        Tier II of Mimic Matter lets Morgan turn into slightly more complex machines, like turrets.
        • Mimic Matter III:
          Neuromods Typhon targets required: 5
          Scannable targets: Mimic
          Tier III of Mimic Matter lets Morgan turn into complex machines, like Operators.
      • Regeneration I:
        Neuromods Typhon targets required: 3
        Scannable targets: Greater Mimic and Nightmare
        Regenerate up to 10 health immediately after taking damage.
        • Regeneration II:
          Neuromods Typhon targets required: 5
          Scannable targets: Nightmare
          Regenerate up to 25 health immediately after taking damage.
    • Phantom Shift I:
      Neuromods Typhon targets required: 2
      Scannable targets: Etheric Phantom
      Rapidly change position up to 6 meters away and leave behind a double that fools enemies for 4 seconds.
      • Phantom Shift II:
        Neuromods Typhon targets required: 4
        Scannable targets: Etheric Phantom
        Rapidly change position up to 12 meters away and leave behind a double that fools enemies for 8 seconds.
      • Phantom Genesis I:
        Neuromods Typhon targets required: 4
        Scannable Targets: Weaver
        Create a Phantom that will fight for you from a human corpse. (Spawns only a basic Phantom)
        • Phantom Genesis II:
          Neuromods Typhon targets required: 5
          Scannable Targets: Weaver
          Create a more powerful Phantom to fight for you from a human corpse. Phantom type is randomly determined. (Can spawn either a Voltaic Phantom, Etheric Phantom or Thermal Phantom. Unclear if it can spawn Poltergeists. Note that while Phantoms will not deliberately attack Riley, the damage radius of the Thermal Phantom and electrical arcs of the Voltaic Phantom deal friendly fire damage if Riley moves too near to them)
      • Ether Resistance:
        Neuromods Typhon targets required: 1
        Scannable targets: Etheric Phantom
        Take 50% less no damage from ether attacks and hazards.
        • Ether Absorption:
          Neuromods Typhon targets required: 3
          Scannable targets: Etheric Phantom
          Absorb 50% of all ether damage as psi points.
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Telepathy

Spoiler
  • Telepathy- Use your mind as a weapon or manipulate technology and objects at a distance
    • Backlash I:
      Neuromods Typhon targets required: 3
      Scannable targets: Nightmare and Weaver
      Create a shield for 20 seconds which prevents the next enemy attack from damaging you. Enemies that attack the shield are repelled.
      • Backlash II:
        Neuromods Relevant individuals required: 5
        Scannable targets: Nightmare and Weaver
        Create a shield for 20 seconds which prevents the next 2 enemies attack from damaging you. Enemies that attack the shield are repelled.
        • Backlash III:
          Neuromods Relevant individuals required: 8
          Scannable targets: Nightmare and Weaver
          Create a shield for 20 seconds which prevents the next 3 enemies attack from damaging you. Enemies that attack the shield are repelled.
      • Fear Resistance:
        Neuromods Typhon targets required: 2
        Scannable targets: Nightmare
        Reduce duration of fear effects by 25%.
    • Psychoshock I:
      Neuromods Typhon targets required: 3
      Scannable targets: Telepath
      With Tier I Psychoshock, Morgan can execute a direct psychic attack against biological targets for 45 damage and nullify psi abilities for 10 seconds.
      • Mind Jack I:
        Neuromods Typhon targets required: 2
        Scannable targets: Mind-Controlled Human and Telepath
        With Tier I Mindjack, Morgan can force biological enemies to end hostilities and fight for him or her for up to 20 seconds.
        • Mind Jack II:
          Neuromods Typhon targets required: 4
          Scannable targets: Telepath
          With Tier II Mindjack, Morgan can force biological enemies to end hostilities and fight for him or her for up to 40 seconds.
          • Mind Jack III:
            Neuromods Typhon targets required: 6
            Scannable targets: Telepath
            With Tier III Mindjack, Morgan can force biological enemies to end hostilities and fight for him or her for up to 60 seconds.
      • Psychoshock II:
        Neuromods Typhon targets required: 5
        Scannable targets: Telepath
        With Tier II Psychoshock, Morgan can execute a direct psychic attack against biological targets for 65 damage and nullify psi abilities for 15 seconds.
        • Psychoshock III:
          Neuromods Typhon targets required: 5
          Scannable targets: Telepath
          With Tier III Psychoshock, Morgan can execute a direct psychic attack against biological targets for 95 damage and nullify psi abilities for 20 seconds.
    • Remote Manipulation I:
      Neuromods Typhon targets required: 2
      Scannable targets: Corrupted Operator, Poltergeist, and Technopath
      Use your mind to retrieve distant objects and interact with devices up to 10 meters away.
      • Remote Manipulation II:
        Neuromods Typhon targets required: 3
        Scannable targets: Poltergeist and Technopath
        Use your mind to retrieve distant objects and interact with devices up to 20 meters away.
        • Remote Manipulation III:
          Neuromods Relevant individuals required: 5
          Scannable targets: Technopath
          Use your mind to retrieve distant objects and interact with devices up to 30 meters away.
      • Machine Mind I:
        Neuromods Typhon targets required: 2
        Scannable targets: Corrupted Operator and Technopath
        Force robotic enemies to end hostilities and fight for you for 30 seconds.
        • Machine Mind II:
          Neuromods Typhon targets required: 3
          Scannable targets: Technopath
          Force robotic enemies to end hostilities and fight for you for 60 seconds.
          • Machine Mind III:
            Neuromods Typhon targets required: 5
            Scannable targets: Technopath
            Force robotic enemies to end hostilities and fight for you for 90 seconds.
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Miscellaneous

Spoiler
  • Miscellaneous
    • Burrow I:
      Neuromods Typhon targets required: 3
      Scannable targets: Moon Shark
      With Tier I Burrow, Andrius can travel beneath any surface up to 15 meters away. Nearby enemies are knocked back when you emerge.
      • Burrow II:
        Neuromods Typhon targets required: 3
        Scannable targets: Moon Shark
        With Tier II Burrow, Andrius can travel beneath any surface up to 30 meters away. Nearby enemies are knocked back when you emerge.
    • Summon Turret Companion I:
      Neuromods Relevant individuals required: 3
      Summon a friendly turret.
      • Summon Turret Companion II:
        Neuromods Relevant individuals required: 6
        Increase turret durability to 115% and firepower to 120%
        • Summon Turret Companion III:
          Neuromods Relevant individuals required: 9
          Increase turret durability to 140% and firepower to 150%
    • Derived
      • Passive Regeneration:
        Derived from: Regeneration II
        Passively regenerate 25 points of HP every second.
      • Psychoactive Particle Infusion:
        Derived from: Metabolic Boost, Psionic Aptitude III, Neurostimulant II, Electrostatic Absorption, Thermal Absorption, Ether Absorption, and Regeneration II
        Drinking or otherwise coming into contact with water will rapidly replenish you PSI points.
      • Firing Line:
        Derived from: Summon Turret Companion III
        Summon four turrets with Tier III modifications
      • Friendly Flyers:
        Derived from: Summon Turret Companion III, Reverse Engineer, Machine Mind III,
        Summon one of each non-Corrupted Operator to assist you. Last until destroyed.
      • Gravity Manipulation:
        Derived from: Lift Field II
        Can manipulate gravitational fields with a 10 meter radius of yourself.
    • Extra
      • Mimic Matter is permanent, costs no PSI to maintain
      • Melee infusion
        • Fire
        • Electric
        • Etheric
        • Psionic
      • EMP field
        • Ambient electromagnetic disruption
      • Malfunction
      • Duplication (Maximum of two at a time, can be trained)
      • Toxic ether cloud
      • Ether Immunity
        • Ether Absorption now converts 100% of all ether damage into PSI points
      • Pyrokinesis
        • Thermal Immunity
          • Thermal Absorption now converts 100% of all thermal damage into PSI points
      • Electrokinesis
        • Electrical Immunity
          • Electrostatic Absorption now converts 100% of all electric damage into PSI points
      • Invisibility (toggleable, consumes no PSI points)
      • Kinetic Damage Return/Imparting
      • Disarm
      • Machine Mind now permanent with no upper limit
      • Levitation (passive, consumes no PSI points)
      • Terrakinesis
      • Homing Kinetic Projectiles
      • Fear Immunity
        • Fear Aura (passive, toggleable)
      • Radiation Burst
        • Radiation Aura
      • Proximity Detonation
      • Cystoid Generation
        • Cystoid Infusion (infuse Cystoids with ranged elemental attacks)
      • Phantom Genesis allows control over which Greater Phantoms are generated, including Poltergeists)
      • Typhon Spore Gestation
      • Permanent Mind Jack
        • Thrall-fueled Backlash (Backlash field unbreakable so long as one Mind-Controlled Human remains bound to you)
          • Mind-Controlled Humans can be set to explode via Psychic Rupture
      • Homing Tendrils (reminiscent of Tentacle Nest, spawned from self and under control of self)
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TranStar Technologies

Operators

Spoiler
  • Corrupted Operators

    Excerpt from TranStar Security Records
    Incident report #1258-011835
    Classification: Equipment Malfunction
    Reporting officer: Patricia Wang

    Incident summary: I was called to the scene by Carlos Popinga, who requested assistance with another haywire Operator near the Arboretum lift. Popinga explained that he had been sent to fix the main lift, which had been malfunctioning. He claims his Engineering Operator upon approaching the lift became hostile when Popinga attempted to deactivate it. I used an EMP Charge to neutralize the Operator. Popinga was sent to Trauma with severe burns.

    The engineers down in Hardware Labs have already checked out the Operator. They tell me it's been physically rewired and completely reprogrammed, just like the last four cases. This looks like sabotage to me.

    MORGAN'S NOTES:
    Corrupted by some sort of Typhon ability. Will try to incinerate you at close range. Keep away. Either freeze in place with GLOO or knock out with EMP. Metal body shrugs off most rounds.

    PETER'S NOTES:
    Corrupted by the Typhon Technopath. Will try to incinerate, electrocute, or laser you, depending on the variety. Metal body shrugs off most rounds. Best bet is to hit them with EMP or other electrical attacks.

    Weaknesses:
    EMP
    Stun
    Electric

    Immunity:
    n/a

    Scannable Powers:
    n/a

  • Medical Operator - Pyramid 490

    Excerpt from the TranStar Operator Brochure

    A vast anatomical database coupled with a top-of-the-line compact surgical toolset makes the TranStar Pyramid 490 medical class Operator the finest in automated healthcare, rivaling even the most skilled surgeon. Patients concerned with safety and privacy can also rest assured. With its patented Panacea Governor technology, the TranStar Medical Operator is programmed to be minimally invasive and fully discreet.

    This latest iteration in TranStar technology also boasts an increase 98.2% diagnosis accuracy rating as well as the introduction of a "bedside manner" protocol designed to improve rapport with patients.

    MORGAN'S NOTES:
    Most medical facilities on station have these in the operator dispensers. Can handle just about any trauma. If only they didn't tell stupid jokes.

    PETER'S NOTES:
    I love these things. They top up my health, and they got a pretty good sense of humor, too. Can call them up from Medical Operator dispensers.

    Weaknesses:
    Electric
    EMP Charges
    Explosive
    Melee

    Immunity:
    Psychic
    Nullwave

    Scannable Powers:
    n/a

    Extra:
    Fully restores total HP and cures negative status conditions such as radiation sickness, broken bones, drunkenness, grave injuries, moderate injuries, light injuries.

  • Engineering Operator - Kobold 410

    Excerpt from TranStar Operator Brochure

    Designed with precision craftsmanship for the dangerous vacuum of space, few utility robots can measure up to the TranStar Kobold 410 Engineering Class Operator. Equipped with two GenSENSE manipulators and a swappable utility arm with a full array of tools, there's little the Engineering Operator can't fix.

    For more heavy duty work, each Engineering Operator comes standard with industrial-grade OMNI navigational systems capable of deftly maneuvering cargo containers in zero-g environments.

    MORGAN'S NOTES:
    Can be found wandering the station, especially on the lower decks. Good for patching up holes in my suit.

    PETER'S NOTES:
    Good for patching up holes in my suit. Can be summoned from dispensers around the moonbase.

    Weaknesses:
    Electric
    EMP
    Explosive
    Melee

    Immunity:
    Nullwave
    Psychic

    Scannable Powers:
    n/a

    Extra:
    Fully restores Suit Integrity

  • Science Operator- Sybil 495

    Excerpt from TranStar Operator Brochure

    In the world of scientific progress, nothing is more important than accuracy and safety. This is why all TranStar laboratories are equipped with Sybil 495 science class Operators.

    The latest in TranStar's line of Operators, the Science Operator combines unprecedented access to TranStar's scientific databases with two highly customizable utility arms to make an unrivaled laboratory assistant.

    MORGAN'S NOTES:
    Can be found floating around in Psychotronics. Helps restore psi potential.

    PETER'S NOTES:
    Can be summoned from science operator dispensers. Helps restore psi potential.

    Weaknesses:
    Electric Weapons
    EMP Charge
    Explosive Weapons
    Melee Attacks

    Immunity:
    Psychic
    Nullwave Transmitter

    Scannable Powers:
    n/a

    Extra:
    Fully restores PSI points if below 75% total PSI. Also useful for conducting a large array of scientific experiments

  • Military Operator - Blackbox N-CN9

    EXCERPT FROM TRANSTAR OPERATOR BROCHURE:

    The N-CN9 Blackbox Military Operator is the world's most advanced unmanned multi-role fighter. Armed with a state-of-the-art MAG-directed energy weapon and an OMNI navigation systems, the Military Operator is never short on firepower. From assault operations to security detail, the innovative Synthetic Hyperdynamic Neural Network ensures the Military Operator is quick to respond to developing and dangerous situations.

    MORGAN'S NOTES:
    TranStar's been covering their tracks about these. Don't want to look like an arms-tech company. They're probably wired into Talos I's security system. Could track me using the station's security rosters. Might be a way to get rid of my tracking bracelet.

    EXCERPT FROM TRANSTAR OPERATOR BROCHURE:

    The [REDACTED] Security Operator is the world's most advanced unmanned multi-role fighter. Armed with a state-of-the-art [REDACTED] and OMNI navigation systems, the Security Operator is never short on firepower. From assault operations to security detail, the innovative Synthetic Hyperdynamic Neural Network ensures the Security Operator is quick to respond to developing and dangerous situations.

    ADDENDUM:
    Rewrite this into a more PR friendly spiel before they go on the market. We can still deploy them on TranStar bases in the meantime.
    - A. Yu

    PETER'S NOTES:
    Pretty sure I've seen these in KASMA reports. Some kind of automated military fighter. I guess TranStar was in the middle of trying to rebrand them into a more "friendly" role.

    Weaknesses:
    Electric
    EMP
    Explosives
    Melee

    Immunity:
    Nullwave
    Psychic

    Scannable Powers:
    n/a

    Extra:
    Are equipped with Q-Beam lasers. Highly resistant to bullets. Require Hacking IV whereas other Operators require Hacking III. Also capable of self-destructing if primary weapon is disabled

  • Harvester - Bullfrog 465-S

    EXCERPT FROM TRANSTAR OPERATOR BROCHURE:

    As firm believers in worker safety, TranStar's Bullfrog 256-S Regolith Harvester is built to work under hazardous circumstances so a person doesn't have to. The Harvester's heavily reinforced DuraGRADE exterior is designed to withstand everything from enar molten heat to the cold vacuum of space while making extensive use of patented Recycler tech to quickly sift through lunar regolith and excavation site rubble for valuable resources.

    PETER'S NOTES:
    Temperamental. If you so much as give them some side-eye, they'll turn on you. Heavily armored, but I think I spotted an exposed panel on their ass.

    Weaknesses:
    Electric
    EMP
    Explosive

    Immunity:
    Psychic
    Nullwave
    Recycle

    Scannable Powers:
    n/a

    Extra:
    Basically a mobile, heavily armored, Material Recycler

  • Mule
    Basically a pack mule
  • DataVault Operator - Minerva 465
    Capable of storing massive amounts of data
[collapse]

Turrets

Spoiler
  • Ballistic Turret

    EXCERPT FROM THE ENGINEERING DATABASE:
    Testing log #1008-010435
    Product: Eradicator Auto-Turret v0.7.6
    Observer: Franklin Goode

    The accuracy grade for this newest turret iteration is a significant improvement over the last generation, with a marked 17% increase. The jamming issues when transitioning to portability mode also seem to have been resolved. Stability is still shit.

    The Psychoscope element works well, but I recommend tuning the sensitivity down somewhat. I've received complaints from Psychotronics that some of the prototypes we sent down for testing are a little high-strung.

    MORGAN'S NOTES:
    Easy to upgrade and repair. Base model is weak against some of the larger Typhon. Be careful around them with Neuromods. Does not like any Typhon material around.

    Weaknesses:
    Electric
    EMP
    Explosive
    Melee

    Immunity:
    Psychic
    Nullwave

    Scannable Powers:
    n/a

    Extra:
    75 HP by default
    Uses Machine Gun .45 round. Internal fabricator uses synthetic material stockpile to print bullets on the fly.
    Can be fortified with [Repair III] to possess 200% Armor (Grants 200% bonus HP (can be further enhanced via [Summon Turret Companion III]))
    Deal 13 points of damage base
    Calibration issues adjusted, Turret will continue to fire even when knocked over/tilted.
    Can self-deploy/stow away at will.
    Built-in Psychoscope can detect Typhon, equivalent to Mimic Detection 2 Chipset. Won't target allied Typhon

  • GLOO Turret

    EXCERPT FROM THE ENGINEERING DATABASE:
    Testing log #1008-010435
    Product: Eradicator Auto-Turret
    Observer: Joan Winslow

    Great. Another Talos firmware update, another major bug. My babies are wound so tight now, I'm surprised they didn't fill me full of holes. It's going to be weeks before I can fix these geniuses' so-called improvements. Going to have to send a memo out warning security to avoid deploying them for the time being.

    ADDENDUM:
    I've been fiddling around with attaching one of those GLOO Guns the eggheads on Talos sent me, and I think I might be on to something here. Would certainly make anyone who gets shot accidentally a lot more grateful with the way these turrets have been acting up.

    PETER'S NOTES:
    Mostly a nuisance if they decide I'm an enemy, but could be pretty good for immobilizing Typhon.

    Weaknesses:
    Electric
    EMP
    Explosive
    Melee

    Immunity:
    Psychic
    Nullwave

    Scannable Powers:
    n/a

    Extra:
    GLOO cannon replacing Ballistic Turret, comparable to fully upgraded GLOO Cannon stat-wise

  • Laser Turret

    EXCERPT FROM THE ENGINEERING DATABASE:
    Testing log #1008-010435
    Product: Eradicator Auto-Turret v0.7.5
    Observer: Joan Winslow

    Great. Another Talos firmware update, another major bug. My babies are wound so tight, I'm surprised they didn't fill me full of holes. It's going to be weeks before I can fix these geniuses' so-called improvements. Going to have to send a memo out warning security to avoid deploying them for the time being.

    ADDENDUM:
    Been playing with another toy the Talos folk sent, and I finally got it hooked up to a turret. This baby puts out some nasty burns! Kinda like Karen. Hmm, maybe I'll name it after her...

    PETER'S NOTES:
    Works a bit slow, but give it enough time and it 'll burn through the biggest Typhon.

    Weaknesses:
    Electric
    EMP
    Explosive
    Melee

    Immunity:
    Psychic
    Nullwave

    Scannable Powers:
    n/a

    Extra:
    Q-Beam replaces Ballistic Turret, comparable to fully upgraded Q-Beam stat-wise

[collapse]

Chipsets

Spoiler
  •  Suit
    • ADVENTURER’S TOOLKIT V1.X
      • 'Your Game Master is proud of you! As a reward, you get the following: Increased recycler yield (+10%), Increased wrench critical hit chance, A more efficient flashlight, Crawl through tight spaces more quickly. Everything you need for a successful dungeon excursion.' - A. Foy
    • ARTX PROPULSION GEN 1
      • Increases the Artax Propulsion System's glide speed.
    • ARTX PROPULSION GEN 2
      • Adds a jet boost ability to the Artax Propulsion System.
    • BACKLASH REACTOR S-P58
      • The backlash ability now has a chance to return damage to the attacker.
    • BATTERY OPTIMIZER IMI7
      • Increases the battery life of the flashlight.
    • BEAM SHIELDING (*) 19.4GHZ
      • Reduces damage taken from laser attacks.
    • CARE4YU S-I34000X
      • Decreases the chance of trauma infliction.
    • CELL REFURB 00Q-X1
      • Collect more disruptor and q-beam ammunition from operator corpses. Retroactively applied to robotic corpses that already exist but have not been looted: these ammo types will appear on them when this Chipset is equipped.
    • D.F.A.
      • Falling on an enemy or ally will damage them.
    • EMP SHIELDING (*) 19.4GHZ
      • Decreases the effects of EMP damage on your suit and weapons.
    • ETHERIC SHIELDING (*) 19.4GHZ
      • Grants resistance to ether damage.
    • FSLIDE INFBS_99
      • Reduces damage sustained while sliding.
    • GAME MASTER’S IRE V1.X
      • 'For shame, adventurer. Your reward for taking shortcuts in the treasure hunt is as follows: Reduced recycler yield, Diminished flashlight capability, Reduced speed while crawling through tight spaces. Install this as your penance and remember valor above all else.' - A. Foy
    • GROUNDING RESISTOR (*) 19.4GHZ
      • Grants resistance to electrical damage.
    • HEAVY GEAR OPTIMIZER CRU
      • Increases movement and aiming speed while firing the GLOO cannon or q-beam.
    • HEPATOCYTIC AMP S-M186
      • Eliminates drunken effects of alcohol.
    • IMPACT AMP S-390
      • Wrench swings have a greater chance to knock back an opponent.
    • IMPACT DAMPENER CRU[V1]
      • Reduces damage taken from crashing during flight in zero-g.
    • INTEGRAL STRUCTOR B5NM
      • Morgan’s suit is more resistant to environmental hazards that degrade its integrity.
    • KINESTHETIC ASSISTER CRU
      • Regenerate stamina more quickly.
    • LAST CHANCE COREV1
      • Blows that would otherwise kill you will leave you with one health instead. This ability has a 5-second cooldown.
    • LEVERAGE ASSIST CRU
      • Reduces the time it takes to pick up heavy objects.
    • POLYSHIELD CRU
      • Grants increased protection against physical damage.
    • PROWL S-6400
      • Increases your movement speed while sneaking.
    • RADIATION SHIELDING (*) 19.4GHZ
      • Grants resistance to radiation.
    • RECYCLER SHIELDING (*) 19.4GHZ
      • Specialized shielding makes you immune to recycler charges.
    • THERMAL SHIELDING (*) 19.4GHZ
      • Grants resistance to fire damage.
    • V-AMP .23
      • Performing a sneak attack restores some health to Morgan.
  • Psychoscope
    • AGGRESSOR AMP 1337SI
      • Increases the damage of all psi attacks by a small amount.
    • CORAL DETECTOR 64SI
      • Modifies the psychoscope to be able to scan Coral.
    • CORAL PSI EXTRACTOR (*) 21.4GHZ
      • Morgan regenerates psi while in contact with Coral.
    • ELECTROSTATIC AMP +6QW5
      • Boosts the amount of damage done by the electrostatic burst ability.
    • ESP TARGETING 163XF
      • Increases damage to enemies marked by the psychoscope.
    • FARSCAN 002SI
      • Increases the range at which Typhon can be scanned with the Psychoscope.
    • FEAR REACTOR 0322SI
      • Upon killing a Typhon, there is a chance to trigger a fear blast on other nearby Typhons.
    • FEAR SHIELDING (*) 21.4GHZ
      • Grants resistance to fear.
    • GOVERNOR 1400SI
      • Increases the duration of machine mind and Mindjack abilities.
    • KINETIC AMP +6QW5
      • Boosts damage done by kinetic blast.
    • M3CHT3CH DX_2.0
      • Reduces the time it takes to repair an object.
    • MIMIC DETECTION GEN 1
      • Allows detection of normal mimics disguised in the environment.
    • MIMIC DETECTION GEN 2
      • Allows detection of hidden greater mimics.
    • NULLWAVE SHIELDING (*) 21.4GHZ
      • Shields Morgan from the effects of the nullwave transmitter.
    • OPTIMIZER (ENERGY) 00100Z
      • Reduces the psi cost of energy powers.
    • OPTIMIZER (MORPH) 00100Z
      • Reduces the initial psi cost of morph powers.
    • OPTIMIZER (TELEPATHY) 00100Z
      • Reduces the psi cost of telepathic powers.
    • PISTOL CRITICAL++
      • Increases the critical chance rate when firing pistols.
    • PSI REFLECT (*) REV609-1
      • Chance to reflect a psi attack from a Typhon enemy.
    • POTENTIALIZER 23-0948SI
      • Increases maximum Psi pool by 50.
    • PSIV-AMP .24
      • Sneak attacks restore a small amount of psi.
    • PSYCHOACTIVE CHARGER S-I286
      • Slowly regenerate psi over time.
    • PSYCHOLITIC CONVERTER =/~
      • When the psi meter is empty, powers will consume the health of Morgan instead, but at an increased rate.
    • PSYCHOSHOCK AMP +6QW5
      • Boosts the amount of damage done by Psychoshock.
    • PSYCHOSHOCK SHIELDING (*) 21.4GHZ
      • Grants resistance to psychoshock.
    • REACTIVATOR X2T-00
      • Decreases the cooldown time of psi powers.
    • SHOTGUN CRITICAL++
      • Increases the critical chance rate when firing the shotgun.
    • SPEEDSCAN 001SI
      • Decreases the amount of time needed to complete a scan from Morgan’s psychoscope.
    • SUPERTHERMAL AMP +6QW5
      • Boosts the amount of damage done by Superthermal.
    • WRENCH CRITICAL++
      • Increases the critical chance rate when attacking with a wrench.
    • ZERO POINT PSI 19-03WEOS
      • You have a chance to cast a psi power for free.
  • Moon Crash
    • Miscellaneous
      • 3_ASIC MicroMiner+ (Elite)
        • Increases the amount of Sim Points earned per reward.
      • Phantom Resurrection Inhibitor (Standard)
        • If worn at time of death, prevents a Weaver from resurrecting your body into a phantom.
      • System Defender (*) 19.4GHz
        • Grants immunity to EMP and Nullwave effects.
      • T1 Compressor Series O2+ (Standard)
        • Increases your suit's maximum oxygen reserves and decreases the rate of oxygen consumption.
    • Suit
      • ARTX Propulsion Gen 1 (Elite)
        • Increases the Artax Propulsion System's glide speed and adds an explosive ground slam ability.
      • Care4Yu S-i34000x (Advanced)
        • Decreases the chance of trauma infliction. Grants resistance to radiation. Eliminates drunken effects of alcohol.
      • INTegral Structor b5nm (Advanced)
        • Increases the maximum integrity of your suit and grants resistance to environmental hazards that degrade its integrity.
      • PolyShield CRU[v2] (Advanced)
        • Grants increased protection against physical damage and laser attacks. Backlash power has a change to return damage to the attacker.
      • V-Amp .23 (Advanced)
        • Sneak attacks restore a small amount of health and psi.
      • B33f-E BO1 (Standard)
        • Increase your maximum health. Regenerate stamina more quickly.
      • CritChip Pro-10++ (Standard)
        • Increases critical hit chance with pistols, shotguns, and wrenches.
      • Impact Amp S-390 (Standard)
        • Wrench swings have a greater chance to knock back an opponent.
      • M3chT3ch dx_2.0 (Standard)
        • Reduces the time it takes to repair an object. Collect more Disruptor and Q-Beam ammunition from robotic corpses. Increases the battery life of the flashlight.
      • PSI Resistor (*) 19GHz (Standard)
        • Grants resistance to electric, ether, fire, and psychic damage.
      • PWR-Glove CRU[y1] (Standard)
        • Increases movement and aiming speed while firing the GLOO Cannon or Q-Beam. Reduces the time it takes to pick up Leverage objects.
      • TriathL33T S-6400 (Standard)
        • Increases your movement speed while sneaking. Reduces damage sustained while sliding. Falling on an enemy or ally will damage them.
    • Psychoscope 
      • ReActivator x2t-00 (Elite)
        • Decreases the cooldown time of Psi powers. You have a chance to cast a Psi power for free.
      • Optimizer 00100z (Advanced)
        • Reduces the Psi cost of Energy, Morph, and Telepathic powers.
      • Potentializer 23-0948Si (Advanced)
        • Increase maximum Psi pool by 50. Slowly regenerate Psi over time.
      • Psycholitic Converter =/~ (Advanced)
        • When the Psi meter is empty, powers will consume health instead, but at an increased rate.
      • Aggressor Amp 1337Si (Standard)
        • Increases the damage of all Psi attacks.
      • Fear Reactor 0322Si (Standard)
        • Upon killing a Typhon, there is a chance to trigger a Fear blast on other nearby Typhon. Also grants you resistance to Fear effects.
      • Governor 1400Si (Standard)
        • Increases the duration of machine mind and mindjack abilities.
[collapse]

Grav Shaft

Spoiler
  • Grav Shafts are gravity elevators used to traverse Talos I.
[collapse]

Looking Glass

Spoiler
  • Invented by Lorenzo Calvino, Looking Glass refers to both the hardware - the thin sheet of electronic glass - and the software that brings it to life. Looking Glass displays are holographic, and can simulate depth to a realistic degree. The technology is used for communications, personal recordings, decoration, entertainment, and for experiments in the Simulation Labs in the neuromod division.
[collapse]

Psychoscope

Spoiler
  • Psychoscope

    The Psychoscope is a piece of technology invented by Morgan Yu to facilitate studying Typhon organisms' exotic neural maps and thus unlock the secrets to their unique abilities. Just as the skill recorder in the Neuromod Division allows human connectomes to be scanned, digitized, and shared with other organisms via neuromods, the psychoscope records Typhon ability-related neural activation patterns, uploads them to the servers, and allows them to be unlocked, downloaded, and installed via neuromods.

    The Psychoscope is a helmet-like contraption which mounts a single-tube sensor with twin eyepieces, which can slide down to cover the user's eyes or push up onto their forehead when not in use. From the user's perspective, when the device is in operating position they see through a circular lens with a number of small spikes constantly moving around the perimeter, with laser-like lines forming between them. The system tags scanned targets and provides data regarding their identity, strengths and weaknesses.

    The Psychoscope replaces the zoom function that Morgan previously had access to: using the zoom button after acquiring it will instead bring up the psychoscope overlay. As long as Morgan is wearing the psychoscope, any entity that they encounter and have not yet fully studied is scanned and data on them is added to a research database. Only living creatures and intact robots can be scanned. Once enough data has been accumulated for a specific organism, a new alien-type neuromod ability is unlocked.

    Additionally, focusing on an entity with the psychoscope (or the previous zoom function) will mark that entity, creating a marker that shows the entity's location, name, and distance from the player. Such markers will persist after the psychoscope is unequipped and remain visible even through walls and other obstructions until either the marked entity perishes or the player passes through another section of Talos I. Markers fade with distance and disappear past 70m, but will reappear once the player comes within 70m of the entity again.

    The psychoscope also has its own series of chipsets which mostly focus on improving psi powers or providing elemental resistances, though there are some other useful abilities such as being able to detect mimics while they are still disguised and improving the psychoscope's scan speed.

    Equipping the psychoscope does have the disadvantage of disabling access to the weapon wheel, since the control to pull it up is used to zoom the psychoscope in and out. it also prevents the use of the flashlight, though the psychoscope has its own night-vision-like effect to compensate for this. In addition, by default the psychoscope cannot detect concealed mimics or poltergeists that are not currently attacking.

    Psychoscopes also shield their users from telepaths' mind-control abilities; Trevor Young's failure to wear one in Psychotronics resulted in his succumbing to a telepath's control (and, according to the developers, being the cause of the Typhon outbreak that sets up the game). Whether or not Morgan intended psychoscopes to provide this mental shield is unknown. However, it can be noted that the doors to the main lab do not open to anyone unless they are in possession of a psychoscope. This and the presence of additional signage around the entrance to the lab insisting on the importance of wearing a psychoscope, suggest that the mental shield capabilities were deemed important enough to incorporate into the lab's security.

[collapse]

Material Recycler

Spoiler
  • Material Recycler

    A Material Recycler is a device used on Talos I and Pytheas that allows users to recycle any objects they can store in their inventories into raw materials. These materials can then be used for crafting items in the Fabricator.

    Recyclers are large machines found throughout Talos I. The Recycler consists of a bin for material to be recycled on the left side, a central screen with a button to activate the machine and a display of what the products will be, and a bin on the right side where the raw material products are dumped after the machine has finished working. There is a conduit on the left side of the machine that may require repairing before it can be used.

[collapse]

Fabricator

Spoiler
  • General Plans

    Fabricators are special devices that allow the creation of items using materials found on Talos I and Pytheas.

    Fabricators are essentially large 3-D printers that produce usable items from raw materials. In order to unlock production of a particular item, that item's fabrication plan must first be acquired.

    Fabrication Plans

    • Talos I
      • Air Mixture Regulator (2 Mineral Materials, 1 Synthetic Material)
        • Air Mixture Regulators are a part of the atmosphere processing aboard Talos I.
      • Anti-Rad (1 Organic Materials)
        • "A container of pills that remove accumulated radiation and radiation sickness."
          • The Anti-Rad reduces accumulated radiation level as well as the radiation sickness status.
        • Material Yield
          • 0.25 Organic Material
      • Artax Propulsion System (1 Synthetic Material, 1 Mineral Material)
        • Artax Propulsion System is a craftable tool on Talos I and on Pytheas.
          • Artax Propulsion System is a zero g propulsion device that lets Morgan explore the space outside the station. The device can be crafted at any Fabricator on the station.
            • The Artax Propulsion System’s main use is as a means of propulsion in zero-g environments. It allows the wearer to effectively fly in these locations, offering a full three-dimensional range of movement and the ability to rotate “upside-down”.
            • The Artax Propulsion System also features a boost ability (the jet pack equivalent of sprinting) which can be used at full speed in any horizontal direction (the ascend/descend functions don’t benefit from this). However, care should be taken when boosting, as high-speed collisions with large objects and surfaces will damage Morgan.
            • It also has value in normal-gravity zones: it can break a dangerous fall, and can be used to “glide” across gaps which would otherwise be too wide to jump.
            • The APS has two possible upgrades. The ARTX Propulsion Gen 1 chipset increases the APS’s glide speed and duration in normal-g, and raises its maximum boost speed in zero-g; and the Gen 2 upgrade adds a jet boost ability to it, which increases the initial upward thrust in normal-g areas.
      • Disruptor Stun Gun (2 Synthetic Materials, 1 Mineral Materials) (Can yield another 200 batteries each production)
        • The RSV-77 Neuroelectric Disruptor, colloquially known as the Disruptor or simply the Stun Gun, is a weapon found on Talos I and on Pytheas.
          • This Throne Tactical handheld electroshock weapon immobilizes both humans and machines with a short range electric current. It also stuns Typhon for a short period of time.
            • Stats
              • Power (Stun time): 4s, 4.5s, 5.25s, 6.25s, 7.5s, 9s
              • Range: 7.5m, 10m, 12.5m, 15m
              • Shots: 4, 5, 7, 10, 15
                • A full clip is always 100 ammo, so by upgrading the "Shots" stat, you not only increase the number of shots per clip, but also decrease the ammo cost per shot, from 25 down to 7.
              • Recharge Rate: 1.5s, 1.25s, 1s, 0.75s, 0.5s, 0.25s
        • Material Yield
          • 0.3 Mineral Materials
          • 0.3 Synthetic Materials
        • Dismantle Results
          • 1 Spare Part
      • Disruptor Batteries (2 Synthetic Materials, 2 Mineral Materials) (ammo for Disruptor Stun Gun, 150 batteries each production)
      • EMP Charge (2 Synthetic Materials, 1 Mineral Material)
        • "The EMP Charge emits a large burst of electromagnetic energy. Highly effective against robots, turrets and other electrical-based entities."
          • An EMP charge is grenade-type tool found on Talos I and Pytheas.
            • The EMP charge emits a electromagnetic pulse that temporarily disrupts any nearby electronics, including the user's. This effect lasts only for 10 seconds, after which the affected machinery becomes operational again. They have no effect on entities that do not possess electronics, other than potentially alerting them of the user's presence.
        • Material Yield
          • 0.5 Mineral Materials
          • 0.5 Synthetic Materials
        • Dismantle Results
          • 1 Spare Part
      • Huntress Boltcaster (2 Synthetic Materials) (Can also yield another 20 Bolts each Production)
        • The Huntress Boltcaster is a harmless "weapon" found on Talos I.
          • The Huntress Boltcaster is a plastic toy crossbow that can be found on Talos I. It feeds from a 10-round detachable magazine and fires safe Nerf-style foam darts that deal no damage to Typhon or machinery, and sometimes make a squeaky sound on impact or when picked up. This can be used to attract the attention of enemies, as well as for remotely opening/closing doors or interacting with workstations.
        • Material Yield
          • 0.75 Synthetic Materials
        • Dismantle Results
          • 1 Spare Point
      • FlexiFoam Bolts (1 Synthetic Material) (ammo for Huntress Boltcaster, 10 bolts each production)
      • GLOO Canister (2 Organic Materials, 2 Mineral Materials) (ammo for GLOO Cannon, 84 ammo (two canisters) each production)
        • The FlexiFoam Bolt is ammunition for the Huntress Boltcaster. The FlexiFoam Bolt itself seems to be indestructible. It can suffer multiple explosions from Cystoids, and can be retrieved to be used again. 50 bolts can stack in one Inventory Square.
      • GLOO Cannon (3 Synthetic Materials, 3 Mineral Materials) (Can Yield another 84 ammo each Production)
        • The Gelifoam Lattice Organism Obstructor, or GLOO Cannon for short, is a tool found on Talos I and Pytheas.
          • The GLOO Cannon is a versatile tool which shoots gelifoam, a quickly hardening, flame retardant, non-conductive, glue-like foam that expands as it hardens. Each GLOO canister it uses as ammunition contains 42 compressed balls of gelifoam. The tool can be used for trapping foes where they stand, covering exposed flaming pipes and surging electrical boxes, or providing an interesting new path.
            • Stats
              • Incapacitation Rate: 100%, 120%, 150%, 180%, 225%
              • Handling: 33%, 45%, 60%, 75%
              • Range: 9m, 12m, 15m, 18m, 21m, 24m
              • Reload Speed: 100%, 120%, 145%, 175%
        • Material Yield
          • 1.5 Mineral Materials
          • 1 Synthetic Material
        • Dismantle Results
          • 3 Spare Parts
      • Medkit (2 Organic Materials, 1 Synthetic Material, 1 Mineral Material)
        • "An auto-diagnosing first aid kit to recover from minor injuries."
          • A Medkit restores 30 health points to Morgan Yu. This can be increased to 45 by the Neuromod Physician I, and 90 by Physician II.
        • Material Yield
          • 0.1 Organic Materials
          • 0.1 Mineral Materials
          • 0.1 Synthetic Materials
      • Shotgun (2 Synthetic Materials, 3 Mineral Materials) (8 Bullets each Production)
        • The Throne S4 Tactical Combat Shotgun is a pump-action close-quarters weapon found on the Talos I orbital research station and on Pytheas station.
          • Stats
            • Firepower: 41, 45, 49, 54, 60, 66
            • Recoil: 100%, 75%, 50%, 10%
            • Ammo Capacity: 4, 5, 6, 8, 10
            • Reload Speed: 100%, 120%, 145%, 175%
        • Material Yield
          • 1.0 Mineral Material
          • 0.25 Synthetic Materials
        • Dismantle Results
          • 2 Spare Results
      • Shotgun Shells (2 Synthetic Materials, 3 Mineral Materials) (Ammo for Shotgun, 12 Bullets each production)
      • Silenced Pistol (1 Synthetic Material, 2 Mineral Materials) (30 ammo each production)
        • The TranStar PPN-8 Personal Defense Sidearm, also known as the Silenced Pistol, is a ranged weapon found on Talos I and on Pytheas.
          • Stats
            • Firepower: 8, 9, 11
            • Magazine Capacity: 15, 17, 20, 23, 27
            • Range: 15m, 20m, 25m, 30m, 35m
            • Accuracy: 60%, 65%, 70%, 75%, 80%, 85%
        • Material Yield
          • 0.75 Mineral Materials
          • 0.25 Synthetic Materials
        • Dismantle Results
          • 1 Spare Part
        • Artemis Golden Pistol
          • The Artemis Golden Pistol's firepower is higher compared to the standard Pistol, but it is otherwise just a reskin of the Silenced Pistol.
            • Stats
              • Firepower: 10, 12, 13
              • Magazine Capacity: 15, 17, 20, 23, 27
              • Range: 15m, 20m, 25m, 30m, 35m
              • Accuracy: 60%, 65%, 70%, 75%, 80%, 85%
          • Material Yield
            • 1.0 Mineral Material
            • 0.3 Synthetic Materials
          • Dismantle Results
            • n/a
      • 9mm Bullets (1 Synthetic Material, 3 Mineral Materials) (ammo for Silenced Pistol, 30 bullets each production)
      • Morgan's Arming Key (1 Mineral Material)
        • "Morgan Yu's Arming Key. Used to prime the Talos I Superforge reactor for self-destruct. Must be used in conjunction with Alex Yu's Arming Key."
      • Neuromod (1 Organic Material, 2 Synthetic Materials, 2 Mineral Materials. 3 Exotic Materials)
        • ""What is the Neuromod?" Well, it's both an easy answer - and a complicated one at the same time. It is the future - today. And more importantly... our past. Today."
          • A Neuromod, short for Neural Modifier, is a tool developed by TranStar that lets Morgan upgrade their abilities.
            • Neuromods change the structure of the user's brain based on a template scanned from someone with the relevant skills referred to as a neural map or "connectome"; for example, a Neuromod created from a scan of a concert pianist will allow the user to have all the skills that pianist had and play as if they had always known how to. These scans can even be gathered from individuals no longer able to perform the actions themselves, and many of the volunteers for the program are in such a state, seeing having their brain scanned as allowing their skills to live on in others.
            • The scanned synaptic pattern is then used to construct the Neuromod itself. The device consists of a pistol-like injector which has two long needles which seem to enter around the orbit of the eyeball, and an emitter in line with the middle of the eyeball. The serum injected by the needles affects either the optic nerve or the visual cortex, priming the brain for reprogramming. The Neuromod then produces a "map" of the user's brain, compares this to the desired synaptic pattern, and then extrapolates the changes required to create a match: in essence, it creates a version of the brain scan that already knows the desired knowledge, and then rebuilds the brain to match it.
            • Extracting a Neuromod resets the brain to the state it was in before the Neuromod was applied, meaning not only the loss of the desired skill, but also the loss of all memories obtained in the period of time since the Neuromod was installed. This can result in drastic changes to the user's personality, a result of the loss of potentially years of experience.
            • A degenerative condition known as "Paraplexis", or more colloquially as "white noise", is known to prevent installation of Neuromods. TranStar has also elected not to create connectome scans from individuals with Paraplexis or use existing ones, citing "unspecified risks." One possible reason for this is that being a neurological disorder, the disease would actually be replicated in the recipient of a Neuromod made from a scan of a sufferer. Neuromods also cannot be installed if the subject is currently suffering the effects of a concussion.
      • Nullwave Transmitter (2 Synthetic Materials, 1 Mineral Material, 1 Exotic Material)
        • A Nullwave Transmitter is grenade type weapon found on Talos I and Pytheas.
          • The Nullwave Transmitter emits a blast that will squelch the psionic abilities of anyone caught in it for up to 20 seconds. Humans caught in its radius have their psionic potential nullified for 10 seconds or less, and affected typhon have their psionic potential nullified for approximately 20 seconds.
        • Material Yield
          • 0.54 Mineral Materials
          • 0.54 Synthetic Materials
          • 0.27 Exotic Materials
        • Dismantle Results
          • 1 Spare Part
      • Psi Hypo (1 Organic Material, 1 Mineral Material, 1 Exotic Material) 2 Psi Hypo each production
        • "A psychostimulant that increases the psychic potential of an individual when injected."
          • A Psi Hypo restores 60 psi points to Morgan Yu. This can be increased to 90 by the Neuromod Neurostimulant I, and 120 by Neurostimulant II.
        • Material Yield
          • 0.5 Mineral Materials
          • 0.2 Synthetic Materials
      • Portable Turret (3 Synthetic Materials, 3 Mineral Materials)
        • Turrets are portable, autonomous machine gun systems that attack enemies in a set arc to their front. They use built-in Psychoscope technology that allows them to distinguish humans from Typhon organisms. Their default IFFs identify entities that have above a specific amount of Typhon (neurologically active exotic) material as foes, and those under the threshold as friends. Their psychoscopes do not seem to have any particular chipsets installed.
      • Q-Beam Cells (3 Synthetic Materials, 3 Mineral Materials) 200 Cells each Production
      • Q-Beam (3 Synthetic Materials, 3 Mineral Materials) (Can yield 200 Cells each Production)
        • "The Q-Beam fires a concentrated beam of unstable particles that eventually cause a target to explode."
          • The TS-QPB-S11 Quasiparticle Beam Emitter, also known as the Q-Beam, is an experimental weapon found on Talos I and on Pytheas.
            • Stats
              • Power: 50kw, 55kw, 60kw, 66kw, 71kw, 75kw
              • Handling: 15%, 30%, 50%, 75%
                • Normal walking speed while wielding it
              • Firing Time: 5s, 5.6s, 6.7s, 8s, 10s
                • Time needed to expend Power Cell
              • Reload Speed: 100%, 120%, 145%
        • Material Yield
          • 1.5 Mineral Materials
          • 1.5 Synthetic Materials
        • Dismantle Results
          • 3 Spare Parts
      • Recycler Charge (1 Synthetic Material, 2 Mineral Materials)
        • A Recycler Charge is grenade-type weapon found on Talos I and on Pytheas.
          • A Recycler Charge is a special grenade that creates a temporary field that resembles a naked singularity. During the attraction phase, the singularity draws nearby matter into itself. When the attraction phase ends, no more matter is drawn into the singularity, and the expulsion phase begins. During the expulsion phase, a manipulation of quantum gravity then greatly lessens and reverses the gravitational pull of the singularity, which leads to a good part (but not all) of the previously absorbed matter to be repulsed from the singularity as chunks of crafting resources. The device is basically a portable, lower-yield single-use Material Recycler.
        • Material Yield
          • 0.5 Mineral Materials
          • 0.5 Synthetic Materials
        • Dismantle Result
          • 1 Spare Part
      • Suit Repair Kit (2 Synthetic Materials)
        • Suit Repair Kits are an item in Prey used to repair a players Transtar uniform. The repair Neuromods increase the damage they repair to 30 points with repair 2 and 45 points with repair 3. When the uniform is damaged it offers decreased damage reduction and will leak air when in a vacuum when using survival mode.
      • Typhon Lure (1 Synthetic Material, 2 Mineral Materials, 1 Exotic Material)
        • A Typhon Lure (a.k.a Nightlight) is grenade-type tool found on Talos I and Pytheas.
          • A typhon lure emits a 20-second-long psycholuminescent signal that draws nearby typhon, corrupted operators, and mind-controlled humans to it, and can keep their attention trained on it either for as long as it lasts or until they are attacked. It has no effect on typhon gates or hostile turrets.
        • Material Yield
          • 0.5 Synthetic Materials
          • 0.5 Exotic Materials
        • Dismantle Result
          • 1 Spare Part
      • Weapon Upgrade Kit (3 Mineral Materials, 3 Synthetic Materials)
        • "A programmable weapon modification device. Requires Gunsmith or Lab Tech ability for advanced upgrades."
        • Material Yield
          • 0.5 Mineral Materials
          • 0.2 Synthetic Materials
      • Wrench (2 Mineral Materials)
        • "The Hephaestus "Heffy" Twist & Loop Handle Wrench is standard issue for all maintenace personnel employed in TranStar facilities. Good for liberal application of percussive maintenance and mechanical agitation."
        • Damage: 10-20 (unmodified).
        • Can be upgraded to possess psi-nullifying properties
        • Material Yield
          • 1 Mineral Material
        • Dismantle Result
          • 1 Spare Part
    • Pytheas
      • Brained Pills (1 Mineral Material)
        • "Pills that clear your mind and remove the effects of concussion trauma."
          • The Brained Pills instantly remove concussion status when taken.
        • Material Yield
          • 0.05 Organic Materials
          • 0.05 Mineral Materials
          • 0.05 Synthetic Materials
      • Coagulating Gel (1 Synthetic Material)
        • "A gel that closes wounds and clears the hemorrhage trauma."
          • The Coagulating Gel instantly removes hemorrhage status when taken.
        • Material Yield
          • 0.05 Organic Materials
          • 0.05 Mineral Materials
          • 0.05 Synthetic Materials
      • Dermaweb Skin Graft (1 Organic Materials)
        • "A web of synthetic skin used to heal burn trauma."
          • The Dermaweb Skin Graft instantly removes burn status and restores 3 health points when taken.
        • Material Yield
          • 0.05 Organic Materials
          • 0.05 Mineral Materials
          • 0.05 Synthetic Materials
      • Skeletal Repair Kit (1 Mineral Materials)
        • "A collagen construction kit to repair broken bones and remove fracture trauma."
          • The Skeletal Repair Kit instantly removes fracture status when taken.
        • Material Yield
          • 0.05 Organic Materials
          • 0.05 Mineral Materials
          • 0.05 Synthetic Materials
  • Operator
    Fabricates Operators depending on type. Military Operators can be constructed at any Operator Fabricator.
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TranScribe

Spoiler
  • "A handled personal data assistant and communication device issued to all TranStar employees."
    • A TranScribe is a communication device used on Talos I and on Pytheas.
      • A TranScribe is a portable communication device developed by TranStar. The device is capable of voice chat, email, station navigation and inventory management. A Transcribe has an expandable LCD display that lets Morgan access maps, inventory, Neuromod installs and other forms of communication.
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Typhon Gate

Spoiler
  • Typhon Gates are a piece of technology found at the Pytheas moonbase.
    • Typhon Gates are a special piece of technology created to stop Typhon from entering areas of the moonbase. These Gates are erected at the entrances of the three main sites on Pytheas and in certain other locations such as escape pod bays, and will lock them down with a powerful forcefield if Typhon are detected nearby. On doing so, the sensor unit will turn red and drop down: it is green if the system is inactive.
    • The Gates use the same criteria as a Turret, and so will lock down on detecting any Typhon organism in their search area or any player character with more than two Typhon-based Neuromod abilities. If they are locked down, the player character can interact with the panel on their front to highlight all Typhon that are causing the lockdown, even if they are concealed Mimics. If the player character is one of the causes of the lockdown, the message "you are a Typhon" will appear.
    • Being machines, the gates can be temporarily forced offline with electrical elemental damage or EMP effects directed at the sensor unit. Voltaic Phantoms and Voltaic Mimics are quite happy to use their powers to bypass the gates as well, though for some reason Technopaths cannot do so.
    • Forcefields will only detect Typhon on the side of the gate that the sensor unit is on: thus, they will not lock down for a player character with the Typhon status until that character has already walked through them. On the "inside" there is always a button to temporarily shut off the field, which will provide a spoken countdown before it re-activates.
    • Since the forcefields are transparent, Andrius Alekna can use his Burrow ability to pass right through them.
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Typhon Tower

Spoiler
  • Massive structure built and tested at Pytheas Base.
    • When activated, wipes out all Typhon lifeforms, and Humans who possess too many Typhon Neuromods, within its area of effect.
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Mass Driver

Spoiler
  • The Mass Driver is a space cannon and a location within MoonWorks.
    • The Mass Driver is a massive space gun located within the MoonWorks section of the Pytheas moonbase, where it is used to fire off cargo containers into space for delivery to Talos I and Earth.
    • The Mass Driver operates by loading cargo crates from the Refinery into its shaft far below in the Central Mine and then manually firing them off by means of a human operator.
    • The Mass Driver floor, a circular platform surrounding the cannon located above the Central Mine, exists primarily to service and maintain the Mass Driver. However, control of Harvester mining operations was also overseen here by Ai Mizuki and Shea Allen. Their offices are found on this floor, as well as the locked Harvester Fueling Station, the keycard to which is found in a Harvester that can be tracked using Ai Mizuki's bracelet.
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